NVidia Flex in 3DS Max
Jul 27, 2015 by Joel LeLievre
20
|
Ephere has posted a video showing some of the capabilities of NVidia Flex inside of 3DS Max. You can watch the video on the Ephere Vimeo channel.
This is the top idea in the 3dsmaxfeedback page (775 votes),is an “under review” idea and Ephere is guarranty of quality…ok, next step?
Thank you Ephere! I will be watching this closely and as soon as its ready I will no doubt about it buy it! Looks to be a fast implementation, exactly what Max needs. Fast unified solvers.
I wish you luck and speed on it’s implementation.
Please look into a pflow integration. Per Particle attributes would kick ass.
Thank you Nickolay, I hope we can make an implementation that will be both fast and versatile. I will need to have a closer look at how PFlow operators work, I am not sure if it is possible to replace the integrator which is what this would need.
mmmmm, i kinda thought Autodesk would have been the ones to implement this as a upgrade to the current phyX in max 2017 maybe, still it does look great! and if it works with max2015 even better
Out of curiosity how many of you are working on implementing this?
There are two of us currently on this one and I have to juggle commitments to other projects as well. The enthusiasm from people is really empowering though!
Good luck with it. What your doing is impressive.
D
Awesome to see! Really fantastic stuff. Flex gaseous fluids a possibility too?
Not as far as I know. Gas effects are handled by a separate effects library from NVidia. Flex simulates fluids, soft+inflatable bodies, cloth, and rigids.
Are you sure Marsel? Whats this they are showing @ 53 seconds into this video?
https://www.youtube.com/watch?v=1o0Nuq71gI4
From my earlier research fluids were done in a voxel box, but now you got me doubting myself again 🙂 I will look at it closer and let you know.
Looks great – But the liquid? Isn’t Flex fluids more “realistic” than this?
In Flex the base of the liquid simulations are particles which are then interpolated and smoothed together, but yeah would be nice to see the performance of the end mesh in the viewport in real time…
Thanks. We haven’t implemented a proper mesher for fluid particles yet and the particle count was pretty low in the video.
great news!
Fantastic! Can’t wait to see more!
Pretty interesting Marsel.
I have two questions, I’m tired of looking at tech demos with thousands of particles, when you need to apply this to real world you need much more particles, how does this behave with a proper particle number? 5 to 10 millions I mean.
Cheers!
Thank you. I will let you know once I get some testing done with that many particles, would certainly be interesting to push this system to its limit.
Cool!
Thanks.